POE: The Best of Games and the Worst of Games

+1 Spot on

I just started PoE and have had a blast leveling up my first character through the campaign. But already I am seeing the same core flaw that killed D3.

The. Loot. Sucks.

Not good for an ARPG which consists of looting and killing....


This is not about best in slot and super hard core level 90+ game play. Just about casual progression and finding little or no significant upgrades. I think they need to add a smart loot system. Make it rare and make the items bind to account. Heck limit it to levels 75 and under if you want. But the game needs better loot or a non-RNG based crafting system or else it becomes a grind and spam trade channel game instead of kill n' loot.
I'm just gonna jump on the +1 train with 1 extra remark.

It seems that they're moving a bit away from the random "crafting" we have now in favor of actual crafting via vendor recipes. This is a change I wholeheartedly endorse, and I'm excited for more and better vendor recipes in the future.
+1 Great thread I agree with every word you said... Unfortunately I do not see GGG making any changes to the core game like this anytime soon. They have announced that we will be able to create our own leagues eventually. I have a feeling that if we want changes to this system it could be possible, if you purchase your own custom leagues and changes the rules in your league.
Unique 3D art- http://www.pathofexile.com/forum/view-thread/342452
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Kechop wrote:
crafting is shit
drops are mostly shit
some uniques are even map only (lol wtf)
and maps dont even drop better gear more often
fusing is horrible

for a game that has been in beta for around a year , sure a lot of things are going to change ...


There definitely should be map only uniques. Part of the issue with the loot system is a lack of reward for time spent. If somebody has a level 90 character doing hard maps, they *should* have a better chance of getting good loot.

Otherwise, on the topic of the RNG/loot/crafting system... What we are seeing in this thread is the inevitable ambivalence caused by a system like this. I really think that's it.
Current IGN: TheBearerOfLight
Gizoogle Chris: "Da State of Exile muthafuckas axed mah crazy ass ta post a reminder dat they podcast is dis weekend, as usual. It aint nuthin but tha nick nack patty wack, I still gots tha bigger sack."
Last edited by BoltThrower87#3044 on Dec 8, 2013, 3:01:27 PM
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BoltThrower87 wrote:
"
Kechop wrote:
crafting is shit
drops are mostly shit
some uniques are even map only (lol wtf)
and maps dont even drop better gear more often
fusing is horrible

for a game that has been in beta for around a year , sure a lot of things are going to change ...


There definitely should be map only uniques. Part of the issue with the loot system is a lack of reward for time spent. If somebody has a level 90 character doing hard maps, they *should* have a better chance of getting good loot.

Otherwise, on the topic of the RNG/loot/crafting system... What we are seeing in this thread is the inevitable ambivalence caused by a system like this. I really think that's it.


I think better and even the best loot should be available to players doing high end maps, but not necessarily a better chance for good loot. In fact, the odds of getting good loot should gradually drop as the game progresses.
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zriL wrote:
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Randomzx wrote:
I don't understand how a game could be considered hardcore when almost everything in the game is decided by RNG, even the desync.


RNG is and has always been hardcore. Learn your definitions, hardcore doesn't mean fair in any ways, it's actually the opposite.
People who bitch over RNG are too mentally weak for it and should play LoL instead.


No a Hardcore game is a game THAT DEPENDS PRIMARILY ON YOUR SKILL TO PLAY. There is hardly any skill if RNG determines too many stuff.

Dark Souls for example is a hardcore game. You can't rely on your equipment to pull your weight. And you can't rely on getting tons of hp because it won't help much. You are expected to play skillfully to survive.

Older Ninja Gaiden series are also hardcore games, because you rely on reflexes to survive.

Bullet hell games are hardcore games because a single hit kills you and there little to no room for error to survive.



By your definition dice rolling and slot machine is the most hardcore game ever.
Why don't YOU learn what the definition of hardcore games.

There is a reason why items are almost never allowed in competitive Super Smash Bros.
Last edited by Randomzx#0844 on Dec 8, 2013, 3:47:11 PM
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Shagsbeard wrote:
I actually like the crafting system... it's what makes the game fun in the first place. But players who "need the best" find it "an abomination". Here's the thing... no one needs the best. You don't need 6L. You don't need your rares to be optimal. You don't need an item so good that the million players will all give you stuff just to look at it.

The crafting system allows you to dream of this stuff, and makes it next to impossible to obtain it. It's doing it's job perfectly. Yes, it's frustrating. If it weren't, you wouldn't value the items you could create. Yes, it relies entirely on luck. What else would you have it rely on? Skill? What skill?

I think that if you look at it... crafting in PoE is it's strongest point.

Your "bad" points are comments on your (and most players) playstyle... not on the game. If you were to play self found HC, you would find the game a lot more fun. You don't sit in town trading. That's the abomination. You find items all the time. You craft items occasionally. And you die, and get to play the game again. It's fun. You've turned the game into a job and are complaining it's not fun. Learn to have fun.


What real crafting have you actually done? You have level 60 characters. I don't think you understand crafting items that are actually viable in TRUE end game content. I.E; 73+ maps.

How is talking about skills prone to heavy desync, lack of RNG, lack of a true crafting system...playstyle? You think everyone should just play a character until level 60 and make a new one? You haven't even finished the whole game at 60...and some players don't want to keep on just re-rolling..some of us actually like to grind out a main character to get the best gear and be able to play more efficiently...

"you don't need 6L, you don't need good rares, you don't need good stuff" basically what you said, and I'm sorry but really? Once again, the whole "level 60" thing comes into play here because you do not understand actually doing some 75+ maps where you DO need high end gear to be able to survive and thrive. Yeah at level 60 I can progress with all blue items too. But your points pretty invalid when you're basing off of a level 60 who hasn't even completed merciless - whereas high end characters who are doing 78 Palace/Courtyards of 77 Shipyards/Shrines etc..
+1 + DESYNC KILL ANY CHANCE FOR NON CASUAL GAMING + NO REAL HC
I feel pretty, Oh, so pretty,
I feel pretty, and witty and gay,
And I pity Any girl who isn’t me today!
I don't mind loot being rare, and good loot being more rare, but I wish I had more control over crafting, when I do have a good base item and some currency saved. As it stands now, you have a vast pyramid of RNG to try and ascend in order to craft anything decent. For example, just today I found a white 5L thicket bow. Ok so I climbed onto the RNG pyramid by actually finding a 5L item. Now I have to try and either make it into a rare by alching it and chaosing it until it spits out decent affixes, or I have to use alt orbs to find a couple good base affixes then regal and exalt etc. Either of those options involves RNG to get good affixes, and also RNG to find the currency orbs to consume to do that. So you need RNG to find currency, then RNG to find base item, then RNG to roll the mods you need the item to have. Too much RNG, not worth it.

Easier just to take your orbs >>> trade channel and buy an item that some other guy found = win gg.

What i'd like to see is something based on vendor recipes where you have more control over the output. Say for instance, you have a white 5s unlinked thicket bow and you want to 5L it. You take it to the vendor along with a bunch of fuse orbs and basically trade over the bow plus say, 1 for 2L, 2 for 3L, 8 for 4L, 64 for 5L, 256 for 6L, and bam, done. If you have 256 fuses, you get a 6L.

Give back more control of the RNG.
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johnnysd wrote:
"
BoltThrower87 wrote:
"
Kechop wrote:
crafting is shit
drops are mostly shit
some uniques are even map only (lol wtf)
and maps dont even drop better gear more often
fusing is horrible

for a game that has been in beta for around a year , sure a lot of things are going to change ...


There definitely should be map only uniques. Part of the issue with the loot system is a lack of reward for time spent. If somebody has a level 90 character doing hard maps, they *should* have a better chance of getting good loot.

Otherwise, on the topic of the RNG/loot/crafting system... What we are seeing in this thread is the inevitable ambivalence caused by a system like this. I really think that's it.


I think better and even the best loot should be available to players doing high end maps, but not necessarily a better chance for good loot. In fact, the odds of getting good loot should gradually drop as the game progresses.


Yeah I agree, the actual chance for better loot shouldn't be increased. I just meant generally that the chance for better loot would be indirectly increased for high level players due to the fact that they may stumble across a map only unique.

So I agree, there should be some reason to do high level maps, some possible reward. But, not necessarily a better chance at getting loot (and really that is the way the current system seems to be, aside from the maps being higher level and thus having a wide pool of uniques, the chances of getting those uniques are no greater and usually you'll never get them.. aside from the map uniques which obviously can't drop outside of maps).

I don't agree though that the chance of getting good loot should drop, in literal terms. Meaning I don't think drop rates or anything should decrease. I actually disagree strongly on that. In this type of game, the amount of time put in is directly proportional to the reward gained (usually, in poe that isn't necessarily the case which is my main gripe with the game). People who play longer and do high level content should be rewarded for it in some way. The fact that a player who plays vastly less can find one item worth more than my entire stash irks me, and always has.

However, I don't think that should be changed. I think that should be a possibility. For example getting a soul taker in merciless. That is the name of of the game. However, it should certainly not go in the other direction, namely decreasing the chances of loot dropping as you progress. That is the opposite of what I feel should be the case.

For example, I play this game a hell of a lot. You can easily see exact time frames on poestats, if you want to. I still cannot make my build the way I want it, because I cannot afford the items I want. So the chance of me getting loot should be less? I don't see how that would make sense. My chances of getting loot are already decreased. I play in a HC league, and I'm soloing hard maps. I don't have the luxury of using MF. I want to get to level 90 at least. So I already get less loot, and risk much more.
Current IGN: TheBearerOfLight
Gizoogle Chris: "Da State of Exile muthafuckas axed mah crazy ass ta post a reminder dat they podcast is dis weekend, as usual. It aint nuthin but tha nick nack patty wack, I still gots tha bigger sack."
Last edited by BoltThrower87#3044 on Dec 8, 2013, 4:47:37 PM

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